The Perfect Tower II cover
The Perfect Tower II screenshot
Genre: Strategy, Indie

The Perfect Tower II

v0.36.2

Hello everyone!

This update fixes the NaN (Not-a-Number) propagation bug in the damage pipeline that caused modules that do not further increase the raw damage turn infinite damage into NaN because of a multiplication with zero. One of the modules affected by this is reflect which caused it to nullify incoming damage since NaN gets sanitized to 0 at the end of the damage processing pipeline.
Additionally the taste modules have been reworked to make their effect a bit more clear and useful in general.
As always thank you all for your continuous support and let us know about your opinions and ideas. Have a nice day!

Changelog



New Stuff



  • added module 'Confusion Field'



Changes



  • casting of active modules can now be canceled via right-click
  • slightly changed brightness of yellow button highlighting in help menu
  • removed condition 'defeat boss 2' to unlock MT6
  • overhauled effect and description of taste modules
  • Factory producers display their production inside their tooltip
  • reforging changes the max. tier slider value to your maximum available tier for the current category when selecting 'all' or 'blueprint'
  • Town UI header and footer are less transparent
  • increased xp droprate for challenges 5-3, 6-5, 8-5 and 10-2
  • fire experiment uses a proper exponential falloff for heatloss
  • fire experiment heatloss now starts at -99.99% / min. instead of -100% / min.



Fixes



  • fixed stampede sometimes producing goats that have invalid velocity values when the caster is exactly below or above the targeted casting location
  • fixed 'open in crafter' button for some items causing an exception
  • fixed elemental crit. modules multiplier being offset by 1
  • fixed infinite damage inside event data becoming NaN
  • fixed universe gift adding its bonus provided to the multiplication queue despite being a multiplicative bonus with other bonuses
  • fixed various buff placing entities throwing exceptions when their original owner gets destroyed


v0.36.1

Changelog



Fixes



  • fixed typos in 'Shoreline' and 'Angelic Core' modules
  • fixed festival timers being wrong
  • fixed xp text in new town UI not being mono-spaced
  • fixed generic resistance providing the same amount resistance at T9 and T10
  • module 'Reflect' is not affected by the neutral damage attribute multiplier anymore. It is still triggered before damage reduction is processed and regular element based multiplications still apply (important only for challenges where neutral does not deal x1 damage to all other types)
  • removed #universal tag from extinguish
  • cooldowns for active modules inside workshop are now formatted like other time values instead of just showing the cooldown in seconds


v0.36.0

Changelog



New Stuff



  • added challenge heaven #1
  • added challenge heaven #2
  • added challenge heaven #3
  • added challenge heaven #4
  • added challenge heaven #5
  • added challenge heaven #6
  • added challenge universe #1
  • added challenge universe #2
  • added challenge universe #3
  • added challenge universe #4
  • added challenge universe #5
  • added challenge universe #6
  • added challenge chaos #1
  • added challenge chaos #2
  • added challenge chaos #3
  • added challenge chaos #4
  • added challenge chaos #5
  • added challenge chaos #6
  • added AI function 'Timestamp: UTC Now'
  • added module 'Sky Blessing'
  • added module 'Angelic Core'
  • added module 'Heaven Gift'
  • added module 'Universal Crit'
  • added module 'Anti-Universal Crit'
  • added module 'Universal Burst'
  • added module 'Universal Block'
  • added module 'Universal Resistance'
  • added module 'Universe Gift'
  • added module 'Captain's Reflect'
  • added module 'Chaos Gift'
  • added module 'Something'
  • added module 'Crate of Rex'
  • added achievement 'Challenger'
  • added achievement 'Unchallenged'



Changes



  • replaced deprecated help menu components
  • restyled module restriction rules for challenges
  • attributes in the tower testing stats menu refresh additionally when being marked dirty instead of just when their actual value changes
  • winter wonderland resets every year
  • clicking outside of the building window without dragging in winter wonderland closes it
  • replaced parts of the town UI
  • slightly improved performance of Workshop UI modules



Fixes



  • fixed typo in challenge 12-5 description
  • fixed missing buff localization in challenge 9-6
  • fixed typos
  • fixed maximized infinite buildings not properly showing their tier
  • fixed base armor values of dead units not resetting in any scenario where the base value gets changed
  • fixed taste modules being affected by the owners attribute multiplier for specific elemental damage
  • fixed statistics activating while in Museum showing reward goals with wrong alignment
  • fixed assassins always attempting to jump at a fixed distance instead of checking their attack range
  • fixed typos in Dr. Cubical hints
  • fixed hardmode setting staying cached when exiting a savegame
  • fixed module 'Neutral Gift' description and effect


v0.35.1

Changelog



Fixes



  • fixed challenge 11-6 spawning enemies after the reward screen has shown up
  • fixed base resistance not properly resetting


v0.35.0

Changelog



New Stuff



  • added challenge beach #3
  • added challenge beach #4
  • added challenge beach #5
  • added challenge beach #6
  • added challenge ocean #1
  • added challenge ocean #2
  • added challenge ocean #3
  • added challenge ocean #4
  • added challenge ocean #5
  • added challenge ocean #6
  • added challenge neutral #1
  • added challenge neutral #2
  • added challenge neutral #3
  • added challenge neutral #4
  • added challenge neutral #5
  • added challenge neutral #6
  • added challenge dark realm #1
  • added challenge dark realm #2
  • added challenge dark realm #3
  • added challenge dark realm #4
  • added challenge dark realm #5
  • added challenge dark realm #6
  • added module 'Grim Reaper'
  • added module 'Shoreline Boost'
  • added module 'Beach Gift'
  • added module 'Diver's Shield'
  • added module 'Aquatic Absorption'
  • added module 'Ocean Core'
  • added module 'Ocean Gift'
  • added module 'Neutral Crit'
  • added module 'Anti-Neutral Crit'
  • added module 'Neutral Block'
  • added module 'Neutral Burst'
  • added module 'Neutral Gift'
  • added module 'Unholy Cloak'
  • added module 'Soul Core'
  • added module 'Dark Realm Gift'



Changes



  • damage increase for attack modules from tier 5 to 6 has been doubled
  • moved winter challenge #3 reward to dark realm challenge #1
  • winter challenge #3 unlocks +5% max. hp per completed challenge instead
  • challenges automatically add the 'modules will be set to level 0' and 'gems cannot be used to upgrade modules' lines if those two options are configured for them instead of relying on localization



Fixes



  • fixed negative bonuses in the stats menu showing a '+' in front of them during tower testing
  • fixed Power Stone boosts using wrong tier



__
Follow us on social media to not miss out on any news!
Discord: https://discord.gg/fireswordstudios
Twitter: https://twitter.com/FireSwordStudio
Twitch: https://www.twitch.tv/fireswordstudios
Youtube: https://www.youtube.com/channel/UCDV-wwiAAic-OESAayfUz_Q
Reddit: https://www.reddit.com/r/PerfectTower

v0.34.3

Changelog



Fixes



  • fixed halloween pumpkins not auto-collecting themselves after the first time due to fix related to pooling
  • fixed neutral stone requirement internally still checking for the old condition value to unlock
  • fixed Museum scrollbars having inverted brightness (handle and background)
  • fixed Workshop blueprint list module count wrapping to next line
  • fixed global boost modifier localization using the same key for all 3 types of boosts
  • fixed unrecognizeable aspect ratios showing up as blank space before the hertz amount in resolution selection dropdown
  • fixed dyson sphere boost energy levels displaying values below 0.001
  • fixed infinity reflect not triggering a proper tower death


10yrs Birthday Bash

Today, we are absolutely thrilled to celebrate a significant milestone - our 10th anniversary.
We are extremely happy to have made it this far and it wouldn't have been possible without you - our incredible community!

Matt and I (Speedy) met in high school 15 years ago and instantly realized we both wanted to create video games. So naturally, as one would expect, we founded "Fire Sword Studios" shortly after graduating from high school.
It's been an incredible journey, and today we can look back on all the projects we've started, the friends we've made, and the community we've built. As we reflect on this journey, we want to express our deepest gratitude to everyone who has supported us over the last decade.


Join the Celebration!


Join our Discord Server to participate in giveaways!
Celebrate with us on Twitch

v0.34.2

Changelog



Fixes



  • fixed tide modules using wrong modifier type


v0.34.1

Changelog



Fixes



  • fixed jungle gift, high tide and low tide not using the correct attribute addresses
  • fixed statistics without a goal being expandable
  • fixed town resources from idle not counting towards total resources gathered statistic


v0.34.0

Changelog



New Stuff



  • added skill 'Research Funding'
  • added skill 'Antique Economy'
  • added exotic skill 'Ancient Potency'
  • added exotic skill 'Artifact Replica'
  • added statistic 'Tower Destroyed'
  • added challenge beach #1
  • added challenge beach #2
  • added module 'Low Tide'
  • added module 'High Tide'



Changes



  • cubos cube no longer requires Power Stones of the same tier to transmute and will instead produce the lowest tier provided (Suggestion #2348)
  • increased Museum base conversion rate from 45000 to 50000
  • modified achievement UI
  • statistics in Museum can now be collapsed
  • increased drop rate in certain challenges to slightly even out the effects of the xp drop bonus fix
  • changed power stone resistance boost into divider after 99%
  • changed Power stone resistance boost calculation
  • refactored power stone boost display
  • slightly updated skill UI



Fixes



  • fixed offshore market element preference not refreshing tooltip correctly
  • fixed AI being able to transmute power stones when cubos cube hasn't been unlocked yet
  • fixed cubos cube sometimes not showing the correct background when opened
  • fixed town xp drop bonus still being applied in scenarios where town bonuses are disabled
  • fixed legendary modules not showing up in the module counter of the blueprint list
  • fixed map button in adventure sometimes not refreshing
  • fixed dust down-tiering worker being offset by 1 tier
  • fixed mine layer bonus town perk showing up as % instead of absolute value
  • fixed integer operator argument in arithmetic ai function not being an enum like in double arithmetic
  • fixed Power Plant tutorial highlighting boxes being offset when dynamic ui scaling has been activated
  • fixed neutral experiment displaying a price of 0 on buy max. if no upgrade can be bought
  • fixed town perks not refreshing interactable state of their buy button when the amount of unspent skillpoints changes
  • fixed AI being able to move power stones into a locked slot in a special case




__
Follow us on social media to not miss out on any news!
Discord: https://discord.gg/fireswordstudios
Twitter: https://twitter.com/FireSwordStudio
Twitch: https://www.twitch.tv/fireswordstudios
Youtube: https://www.youtube.com/channel/UCDV-wwiAAic-OESAayfUz_Q
Reddit: https://www.reddit.com/r/PerfectTower